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Sculpting

Sculpting changes the terrain’s height. Press C, pick a mode, drag on the ground: the stroke applies as you drag and lands on the undo stack as one step when you let go. A single click is a stroke too: it lays one dab and is one undo step, and Ctrl+Z pressed while a stroke is still in progress undoes that stroke, never the step before it. Sixteen modes share one brush, so the size, shape, falloff and filters you set carry across all of them.

The Sculpt inspector: the mode list, the brush style grid and the brush options

ControlWhat it does
SizeThe brush radius in meters, 1 to 500 on the slider, default 25 m. Type a larger size into the number field, up to 1000, and the brush uses it while the handle rests at the end. [ and ] step it by a percentage, so the step stays useful at any size, and they stop at 1000 too
StrengthHow hard one dab pulls, 0 to 1, default 0.03. , and . step it
Brush StyleThe footprint: twelve built-in shapes (soft and hard circles, squares and diamonds, plus Gaussian, Ring, Star, Cross, Speckle and Cloud), and any grayscale PNG you drop in the brushes folder
FalloffSmooth, Linear, Sharp or Plateau: how fast the brush weakens from its center to its rim
RotationTurns the footprint, 0 to 359 degrees, which matters for squares, diamonds and custom shapes
SpacingHow far apart dabs are laid along your stroke, as a fraction of the size, 0.05 to 1, default 0.25

The box beside each slider always shows the exact value, and a value you type there is used exactly as typed; the handle moves to wherever that value sits on the scale.

Alt and drag inside the view sets size and strength at once, left and right for size, up and down for strength, moving along the same scales the sliders use, without going to the panel. M cycles the mode, and Esc during a stroke cancels it: the terrain goes back to how it was and no undo step is recorded.

A stroke gives the same result at any frame rate, and a fast drag leaves no gaps. The cursor ring on the ground traces the real footprint of the shape you picked, and the inner ring sits where the brush is at half strength, which is the honest picture of the falloff you chose.

Brush Presets saves everything above under a name, so a brush you tuned survives closing the app. Save, load and delete are the three buttons in that section.

ModeWhat it does to heightIts own controls
RaisePushes the ground up
LowerPulls it down
FlattenPulls the ground toward one height. Ctrl and right-click in the view picks that height off the terrainTarget (m), Flatten direction
SmoothAverages each point with its neighbors
SharpenAmplifies local detail, both ridges and valleysDetail
RidgeErodeSharpens ridge crests only and leaves valleys aloneSharpness
SlopeFlattenPulls the footprint toward its own best-fit plane, so it flattens while keeping the average slopeDetail
SmudgeSmears the height in the direction you drag
PinchPulls the surface toward the brush center. Hold Shift to bulge it outward insteadAmount
TwistRotates the height pattern around the brush centerAmount
TerraceQuantizes the footprint into flat stepsCount, Corner Weight
ErodeHeightTakes material off anything standing above its neighborhood, for a weathered lookDetail
BridgeClick a start point then an end point: the corridor between them is graded from one height to the otherSpacing, which quantizes the ramp into discrete supports
CloneShift and click sets a source, then drag to stamp that terrain elsewhereClone Heights, Clone Splat, Aligned movement, Offset (m)
HydraulicErosionRuns a droplet simulation inside the footprint and blends the result in, feathered by the brushInertia, Capacity, Erode, Deposit, Multiplier, and two auto-paint toggles, each with its texture
StamperPresses a height pattern from your stamp library onto the ground. Ctrl inverts itStamp grid, Stamp Mode, Scale, Height (m)

For a ramp you can see before it is written, judge against the game’s own road grades and reshape later, use the Ramp tool instead of Bridge.

Flatten direction makes Flatten one-way. Raise and lower is the usual brush. Lower only moves only the ground standing above the target, so it cuts a level shelf into a hillside and leaves the low ground beside it alone. Raise only moves only the ground below the target, so it fills a hollow up to a level and leaves the hills around it alone. Either way the brush stops at the target and never carries ground past it. A brush preset saved from now on keeps the direction with it.

Two more of those deserve a note. HydraulicErosion can paint as it works: Paint bedrock puts a ground texture where it stripped material and Paint sediment puts one where it dropped material, and the height and the paint are one undo step. Bedrock texture and Sediment texture pick which of the eight ground textures each one paints; they start on Rock and Gravel. And Stamper’s footprint is its own Scale, not the brush size, so its cursor ring is drawn at that scale instead.

A stamp is a reusable height pattern: a crater, a ridge line, a whole hillside.

  1. Pick Stamper as the mode.
  2. Click a stamp in the grid, or use Import Stamp (.raw / .png)… to add one.
  3. Set Stamp Mode: Additive and Subtract raise or lower by the pattern, Set blends the surface toward the pattern.
  4. Set Scale for the footprint in meters and Height (m) for how much relief it presses in.
  5. Click on the terrain. One press is one undo step.

Open Stamps Folder shows you where they live and Reload Stamps picks up anything you have added there by hand. Grayscale PNGs and .raw heightmaps both work.

The Brush Filters section holds a Height Gate (m) and a Slope Gate (deg), each with its own Min and Max, and a stroke only touches a cell where every gate you have enabled passes. The two conditions on the painting inspector, by topology bit and by ground texture, gate sculpt strokes as well, so “only steepen the ground that is already forest” is two checkboxes rather than careful mouse work.

Limit To / Block On, in the same section, takes several textures, biomes and topology bits at once: set an entry to Limit to and the brush acts only on that kind of ground, set it to Block on and the brush never touches it. “Flatten here, but not under the road or the monument” is two entries. The lists are described on Painting.

Advanced Options, at the bottom of the Sculpt inspector, holds the operations that are not a brush. Like every collapsible section it starts closed: click its heading to open it.

ControlWhat it does
Auto-Adjust Prefab HeightWhile on, prefabs standing on ground your stroke moves are carried with it, keeping their height above the surface
Height (m) with Add Height and Subtract HeightRaises or lowers the whole map by that amount, as one undo step
Run Erosion (K)Runs the droplet erosion over the whole map at its default settings, as one undo step
Save Raw Heightmap…Writes the current height grid out as a .raw, to a file you name in a save dialog
Import Raw HeightmapReads a .raw in, resampling it to your map’s resolution if the sizes differ
Import into a height range, Lowest (m), Highest (m)With the toggle on, the file’s lowest value is imported at Lowest and its highest at Highest, in meters with sea level at 0, in place of the map’s whole height range
Smoothing passes0 to 10 softening passes over the imported terrain. 0 imports the file as it is
Bit Depth and Byte Order8 or 16 bit, and Detect from the file (the default: an import reads the order off the file’s own heights, an export writes PC), PC (little-endian) or Mac (big-endian). Both apply to the export and the import

Height is one layer of a Rust map among several. Sculpting a hill does not repaint the ground textures under it, does not change the biome, and does not move the topology bits that tell the game where the beach and the forest are. Those are painting, and a hill you raise out of a beach usually needs both.